New Dead Hard
Will it have a tell when it activates is there still a animation?
Will it have a tell when it activates is there still a animation?
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i have the same question if is not is gonna be a pain to baited out.
Isn't hitting someone after they press E now will give them 1 second to safely drop pallets and vault ?
Yep
Yes they said its getting an animation so the killer will no not to swing.
Yeah but its not a distance extender anymore they have to time it to dodge a hit it cant be used to gain distance to extend a loop, thats a big W
I'm guessing nothing is going to change.
Everyone will now press it before they vault or drop a pallet to be safe from potential hits so it's either you wait it out and get stunned or hit them and get stunned either way, the 0.5 second 200% distance dash is now 1 second and 100% distance so it's very similar in good survivor hands it's still problematic.
There are some differences.
Of course in terms of doing a last minute evasion to make sure you get to a pallet it’ll still work. But the nerf does have some impact.
My only concern is if it's possible to get good enough with it to be able to use it on reaction. If so then it just got a flat buff.
This is pure blindsiding.
It's undeniable the perk is mostly used to allow oneself to reach a loop, whether that is a pallet or a window. What you outlined are rare, annoying occurrences that don't happen as often.
A one second endurance status on top of the dash forward animation (which I assume is going to be the perk's animation as shown in the picture above) is a major buff to the perk. It means even if you out-lunge the survivor's dead hard, they still manage to escape because of endurance, and presumably gain a speed boost because they technically still took a hit.
This perk should have no place in the game, and it should be nerfed to the ground. It's been suggested to prevent survivors from vaulting a window or throwing down a pallet for about 3 seconds after using the perk. This would have been the perfect solution, as it would require survivors to think their plays ahead and time the usage right in hopes to bait a potential swing from the killer.
As it stands, this perk is going to keep punishing killers for outplaying survivors, and rewarding survivors for messing up. Sad.
When I play killer, aside from unfairly losing a chase, dead hard is most frustrating when survivors can dash through me without consequence. That never should have been an option and I'm glad it's gone.
I don’t see it being a problem, think of dredge. He places a remnant then runs at you. You then have to make a call if he is going to tp to it or stop using it for a hit on either side of a pallet. Dead hard will still gain distance when used correctly and it should. But when missed or baited it’s a huge detriment
This is how you use dh loop a rock and last second before the killer can get a hit use it and drop a pallet. Didnt really get to much of a nerf can still use it for distance.
If they increased pallet breaks at least increase pallet stun duration since its a 50/50 anyways.
Yeah sure, but that won't happen as much because I'm sure that doesn't cover the same distance
you now get 4.0 instead of like 2. something so dh is buffed. Actualy nvm cause your basically get 6.something i dono didnt change much really though now thinking about it.
I don't know if I understood correctly, wording doesn't seem clear enough, but they're removing the dash and giving an Endurance to the Iframes. Less braindead to use than just E to safety if so, and not exactly buffed. E directly into a safe spot as a window or a pallet won't change much if you think about it, it's still invincibility to safety E. But when far away, caught in the open, it is definitedly a nerf. Killers will still get their respective effects if they get a hit, like StBfL, Oni's Blood, Legion's Frenzy, and so on.
The current DH has several uses
1. use it to gain a second to reach the next pallet.
2. Use it when you see a red light, and if you are lucky, you can avoid the attack.
3. Use it the moment you observe the killer and raise your weapon, making sure to disable one shot
4. Go head first to hit the weapon and disable it.
5. Jump over the trap
6. Disable the axe of the inevitable
Even if you use the new proposed DH
You only need to use it 1 second before the palette to make sure you get to the palette.
In addition, if the attack hits, it will be boosted and the palette will not be consumed.
The window frame may be caught at the moment it is crossed, but
If you are wounded, you will just avoid the window frame, get a boost from the attack, and escape to the pallet.
Traps would be caught, but if they hit the axe, they would get a boost.
This would be a Buff.
Instead of decreasing usage, it would make it a must-have perk for beginners to use.
What should have been done?
Should keep the dash and disable invincibility.
Plus add a 0.1 second activation delay.
This is what you mean by weakening it while leaving it readable with Killer.